“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
ugh, why would they do that? o.O nvm my bad then …
Give that poor phantasm just a homing aoe attack, just like disenchanter needs too. And warlock needs too a homing projectile. Those phants can’t even hit anything on a higher surface like a rock or something. It’s pathetic.
and the bounce and the fact that it still spawns somewhere but not next to you …
overall great changes!
I expected they would forget something, so I wrote down the dmg numbers on the sword AA before the patch and compared it with the live versions:
Mind Slash:
Mind Gash:
Mind Spike:
Just a small bug but still :P
Sceptre’s AA is actually pretty fast… if you’re in melee.
Rob, is it possible to fix this at all?
hasn’t this been “fixed” ??
Charr > Human > Norn > Sylvari > Asura
Everything looks kittenty on Asura, since you just won’t notice any design efforts put into them.
“we nerf chaos armor and give it an internal cd cuz it was op on multi hits”
“nah – retaliation is fine”
- ANet
maybe we will get a new elite spec for support in the future, maybe a with dual torch to burn out wounds
I’m calling today dual shield’s gonna happen …
Also “Every AA needs to be bad, unless u nades” FTFY
Nade aa is damage whise terrible – bombs deal 25% more, we just use them because of the vuln stacks and for FT #2.
Has always been like this. The only reason may be at the FGS times when every single boss has been pulled into a corner, there the warrior could use his whirl aswell. But axe has always been superior to gs.
Thank you. But apparently noone cares about the Ice Bow anyway. Hm … it’s not my main so I couldn’t care less, but I still think the changes will be unfair.
I don’t get the title of the thread but I think it’s another “It bugs me that X does Y” thread – so here I go:
Inspiration traitline, condi cleanse on heal and boonshare on phantasm still cancel your current skill orders. You can’t even weapon swap after summoing a phantasm, it’s a completly useless trait. Condi cleanse on heal at least has no negative effect when used with the healing mantra…
It would be nice if the FT aa slows your movement speed but has bomb #1 like dps. Like those pesky flame legion FT guys x.x
Hehe but even tough – I like to hear that. I love the FT and I think the aa is pretty useless right now, especially for that nice animation :< But on the other hand as an engineer – every aa needs to be “bad”.
Guys it’s never been about PS. It’s about EA (Empowered Allies). It’s +150 power aka +5% dmg for the whole pt.
What I mean is that I doubt that the damage increase of a warrior not going for EA compared to a warrior that traits EA isn’t higher than a party wide 5% dmg increase.
So even if anyone else can grant 25 stacks might, it would be useless since war goes into EA and therefore PS anyway.
As I understand it, the issue isn’t having PS per se, but about doing what it takes to get the 25 might stacks with it, which means taking an inferior dps rotation/weaponset in favor of stacking might with Greatsword.
Actually pure GS last I remember did higher DPS than GS axe mace. It’s just a GS axe mace build provides more vuln. But the thing is for warrior to provide 25 might he needs strength runes and might food. Still think either way warrior will go EA and thus PS, even if he isn’t the guy providing the might.
This is what I meant. So it’s useless to even try to help the war with might. Aslong as EA is there, the warrior will be forced into that traitline.
About axe vs GS – there are traits for both weapons wich should be considered. However without any traits, the normal axe aa deals as much dps as a permanent 100b. This already marks it the better dps weapon, especially single target with F1.
However there is the hardcore playstyle with the axe when you cancel your auto attack at your 2nd chain, right at the beginning, so you skip to the 3rd chain right away wich deals huge damage. It’s a bit harder to play but it’s not like warriors have to focus on anything else in combat on axe than spamming high dps skills from 1-5. With this method your axe auto attack becomes about 20% stronger in theory, with human skills rather 10% … :P
Definitly yes. All the blur, quickness and alacrity makes the mesmer SO strong if you can keep up the apm. Guards have no chance to stay in the meta when the content is as easy as dungeons are. Especially after the Feel the Wrath nerf.
There’s one question about the warrior that bugs me the most – you try to give him an option not to trait for PS … but … what about EA? :/ I doubt any dmg build will deal so much more damage to ignore EA, a party wide ~5% dmg boost.
Yeah, this was something I was thinking about, but for some reason I was thinking that would mean taking strength runes and might food. I would expect this to be better. That being said I still think PS will be meta.
There’s one question about the warrior that bugs me the most – you try to give him an option not to trait for PS … but … what about EA? :/ I doubt any dmg build will deal so much more damage to ignore EA, a party wide ~5% dmg boost.
I made a response to this earlier, but I think the waves of highly intellectual discussion may have obscured it.
The primary difference would be allowing the warrior to do maximum dps rotations with axe instead of being stuck in GS for the might generation. It also might open up rune/sigil options.
Guys it’s never been about PS. It’s about EA (Empowered Allies). It’s +150 power aka +5% dmg for the whole pt.
What I mean is that I doubt that the damage increase of a warrior not going for EA compared to a warrior that traits EA isn’t higher than a party wide 5% dmg increase.
So even if anyone else can grant 25 stacks might, it would be useless since war goes into EA and therefore PS anyway.
Heya everyone!
To start the discussion, I am NO Ele Main, but I still play Ele in Speedruns if I have to. Now – I always had mixed feelings about the insane Frostbow 4# dmg and I always wanted it to get nerfed, but not like this…
Reducing Ice Storm’s dmg by 50% means destroying the skill against any target that isn’t as huge as Lupicus, Bloomhunger or the Twins. The skill is still rather op against those even with half of those 60k dps (= 30k dps).
But everywhere else? Total Garbage skill now. This is not a solution, it’s just a cripple.
My suggestion is to give Ice Storm an internal CD to damage a target. This way you can no longer destroy big hitboxes in an instant and the skill wouldn’t be worthless for smaller targets and still shine against multiple enemies. Even tough – 3 hits per aoe are indeed engouh.
Right now the Icebow hits a small target with around 33% of all shards. The Icebow was balanced against small targets all the time. The damage only got insane against big targets or by explotin line cast (wich would be solved aswell with the icd).
The Frost Storm needs about 3 sec to be cast and deals damage up to 24 times. The smaller targets get hit ø 8 times. So to let bigger hitboxes resist this skill in a good amount by giving it an 0.25 sec Internal CD to hit the same target with another shard.
This means you will hit big targets up to 12 times with the frost bow wich equals the current nerf, but without also nerfing small targets into oblivion.
What do you think about this suggestion, about an icd to damage the target?
greez!
It’s not in the tooltip but Ice Storm hits 5 targets. After the nerf only 3 and 50% dmg.
Great patch, really really great patch! I only hope they give us some power / condition love for the scepter and staff, those lack extremly in PvE. And maybe a supportive trait for GS? Not to get the dmg outrage again in PvP…
The healing pulsed out to your allies has been increased by 20%.
Currently it’s 12%, so we can understand this sentence in two ways:
Version 1:
12% + 20% = 32%
Version 2:
12% * 1.2 (+20%) = 14.4% ~ 15%
Unfortunately I guess the 2nd one is more likely to happen. But the first one would be just AMAZING. I still hope it’s the 1st one ^.^
It is only triggered by your heals on yourself.
So basicly if other blast your water field, nothing happens, but if you blast their’s, everyone gets heald for X% of the blast finisher.
I like this, finally we have our healing bomb replacement, yay!! I hope it works with regeneration caused by ourselves too.
medikit too: astral form is basically all i wanted the kit to be.
<3
Yup, this trait aswell the condi cleanse on heal skill trait will interrupt your cast chain unless you proc the trait with an instant cast skill (like heal mantra). Since there is no insta cast phantasm (except for avenger) this trait will |= (_) ( |< you up badly…
And why don’t you just use AA, AA, charge MoP, AA, AA, scepter 3#, AA, AA, charge MoP, …?
Because I’m on a condi build?
You can still use AA, AA, scepter 3#, AA, AA, … uhh … look away? Agreed this one is tricky >_> After all we shouldn’t have to bother preventing our aa chain to happen. A rework is required here.
There’s one question about the warrior that bugs me the most – you try to give him an option not to trait for PS … but … what about EA? :/ I doubt any dmg build will deal so much more damage to ignore EA, a party wide ~5% dmg boost.
And why don’t you just use AA, AA, charge MoP, AA, AA, scepter 3#, AA, AA, charge MoP, …?
I hope they adapt a ranged version of the iAvenger to iDisenchanter and iMage. And maybe iWarlock gets a new HOMING projectile :|
They said the finisher WILL apply on the whole aoe, but they somehow messed this up. It’s impossible to hit a moving target with it and I hope it gets fixed with HoT :/
It would be nice to see a scepter damage modifier for this. Like “scepter aa deals let’s say 1000 damage on 3rd chain and summons a clone. If there are 3 phantasms out, no clone wil be summoned, instead the attack hits with double damage”.
Since scepter aa is slow, rather weak and it’s really hard to keep up 3 phantasms, double damage is justified in my opinion (JUST THE 3RD AA!), sorta like sword aa, the last one in the chain
please rework gyros
…
It’s nice to see some changes and even better to see that you take a look at the forums AND react accordingly.
But the main flaw right now is about the CD the gyros have. The CD that starts when they die and not when they are created. You just changed the Medic Gyro to an even worse state than before when this isn’t gonna change. A high inital heal means you want to get rid of it asap to have a lower CD in order to keep up the heal over time.
I hope you get my point. I think – in my humble opinion – it would be a GREAT quality of life change for all professions, if spirits, weapons, gyros, mantras, elementals would start their CD when they are used the first time, not when they expire. Sure you could adjust some numbers, but those skills are just in a bad shape all together because of this system / mechanic.
I’m sure you’ve seen the positive feedback at the mesmers forums when this … unintended mantra change happened … you know what I mean
Adding a timer buff is simple, but having a range or direction indicator is much more difficult due to how the skill is implemented. Portal is managed heavily through code rather than script due to its unique functionality so adding something like this would likely require changing some of the underling structure of the skill.
Well then please don’t touch the skill. The last time you wanted to give us QoL it was with the warden being able to move, wich left him bugged and not attacking for almost 6 months :P
I think people would do well to remember that Gyros have significant CDs that, unlike Illusions, don’t start until the Gyro’s destroyed.
Wich is most likely gonna change – this is the biggest flaw in the whole gyro concept. Same goes for mantras – maybe this will finally happen …
Isn’t this supposed to be basic mesmer knowledge? Btw this only works if the area is flat, high differences will lower the range further, aswell the 5k range are only from nord to south and from west to east on the minimap. You have to imagine a circle around it, so the edges of the minimap are out of range aswell.
Afaik 5k range is basicly sight range.
Can the Continuum Split rift receive aoe/cleave immunity in PvE, please?
With the amount of aoe/cleave I often found myself in situations where I couldn’t even benefit from it on a single skill as it immediately died as I activated my shatter to all the aoe/cleave mobs in dynamic events and bosses were doing.
For PvP, people convinced me that it needs to be targetable so you can make counterplay and so you have to choose whisely when and where to activate this skill. Mainly – counterplay is the reason here.
But for PvE I see no reason why the rift should be attackable. It’s making a good skill pretty clumsy. It’s a unnecessary handicap if you ask me.
If this game wants to go ANYWHERE in ESports, meaning PvP, AND if it wants to stay as good – or even become BETTER than the current game expirience, ANet MUST finally split PvE and PvP completly. There don’t have to be huge differences, but some changes just hurt both game modes if they wanna keep it together… wich is sad – it caps the potential of the game.
Rifle Fire Grenades? Yea back in those days … those were nice days … same as confetti nades … As for now, the hammer will have NO effects at all.
I don’t know WHY exactly they aren’t blasts … too op? Like all the turrets??? Or almost every kit (has a blast)? Please … that’s the least we expect …
Can you stealth sneak gyro with toss elixir s?
That’s… An interesting idea
I think you can, aslong as you won’t hit 5 party members with it :P
I don’t think so. Actually, because engineer has just one MH option -> pistol, the weapon set P/S is our condition defensive set. Hammer is our power defensive set now. I’m totally fine with that.
And engineer shield still has some advantages. Like one extra blast finisher. Skill 5 is able to interrupt evasion skills (very rare in this game, I just know shocking aura and this skill that are able to do that).
Pistol MH is not forced to be a condi weapon. In pve you can go P/S just for the blind, reflect, block for places like harpy fractal, since you won’t ever use it’s auto neither as condi, nor as power engi anyway.
The point here is not to find a role where the shield belongs, nor the whole P/S – hammer setup. It’s about that the shield skills (even IF they have like another blast as I mentioned in my post wich makes them slightly better), they DO NOT deserve such an immense CD difference compared to the hammer. That’s what I mean.
I’ve always thought the shield cooldowns were hefty.
The Hammer 4 Block is on a 20 second cooldown, by the way. Not 10, you’re thinking of Rocket Charge.
Yea that’s what I thought too. And thanks for the 20 sec CD thing, gonna change that in my post now
I’m a huge fan of the upcoming hammer, no question. But am I the only one who finds it extremly odd that for example the hammer reflect has 6 sec CD whereas the shield reflect has 30 sec CD, aswell the hammer block is around 20 sec CD and the shield stun has a 40 sec CD.
I mean sure, those aren’t the same skills and you got like a blast and a throwable stun on shield, but my god look at these numbers!? 6 sec -> 30 sec / 20 sec -> 40 sec
Shouldn’t the shield be the most rewarding defensive option a profession has to offer?? I know the skills 1-5 are sorted by CD, but the guard has exactly the same problem: Skill 4-5 are just too weak for their CD on the shield. They evaded this rule at the mesmer by reducing the CD of skill 5 when you catch it again … Why not just drop that silly “rule” since it’s no help anyway …
(edited by Xyonon.3987)
I hope the damage won’t surpass the nade auto hit.
So is this thread about nerfing HT to make the healing gyro less awful in comparison?
If you read my posts you would see that it is about nerfing HT and buffing the other heals/underperforming engi skills in general.
People here stating HT is balanced are kittening hypocrits. Yes, engi is balanced with HT because most of his other stuff is bad. HT does way too much though.
Oh nono, i meant it more like “did this come up BECAUSE of the thread of how afwul the healing gyro is”.
I know every profession hates it to get nerfed, the main profession is always the one you “accept” when something is a bit op.
But to be fair, I have to agree that a 6600 heal (4000 of them are for allies too) + water field + 2 condi cleanse and the whole package in aoe for only 20 sec CD is indeed a bit too much.
I’d rather like to see the healing turret as a permanent water field (or a longer lasting water field with less CD on its active), but without heal on it’s active. With that change, you could heal yourself more with leaps and blasts in the water field and it may be the end of “turret set + pick up / blast”.
On the other hand, the other heal skills could also need some love:
opinions?
So is this thread about nerfing HT to make the healing gyro less awful in comparison?
Funcion Gyro is a minor trait, therefore just nice to have – I wonder if I can heal WITH the gryo for double speed? Anyone thought about that huh?
The Bulwark also is just magnificent. I guess people underestimate its power, especially the toolbelt wich seems to be a different and maybe better version of throw elixier U.
The stealth gyros toolbelt is just useless for pve, that is sad. So is the gyro itself if he gets attacked while skipping
And this is the reason why you should and can not compare certain skills of a profession with certain skills of another profession without seeing the whole class as an unit.
The swap is a stunbreak and can be used to undo a obv incoming cc. Therefore I’d rather like to let us swap immediately after the spawn of the clone, instead of having to wait for like a whole sec.
Like Cleansing Synergy (https://wiki.guildwars2.com/wiki/Cleansing_Synergy):
“Using heal skills triggers a cleansing pulse around you.”
I guess it will only trigger by Bandage Self, the toolbelt of the medkit, yet not the medkit itself.
It would be nice to have a 10% dmg modifier under the effect of stability. That would suit the scrapper the most imo.
apparently he was using rabid gear, the 2nd dude marauder
Feedback to be ground targetted would greatly lower the QoL of this skill. To be able to react immediately with it without aiming for a target is what makes this skill so great.
Even though I’d like to have a self cast option when I havent targetted an enemy, or even an ally target function for this skill.
As far as the Utilities are concerned, I’ll just pretend that they never existed.
This perfectly sums up the scrapper flaws …
I also miss at least an +5% damage modifier somewhere in the traitline, aswell as some gameplay changing traits, like kinetic battery or steamlined kits :/
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